The 1st PPAVI Student Research and Vocational Conference 2026

Submission Details

Accepted PPAVI-2026-6A15622F / Oral
Your abstract is accepted and payment is complete.

Submission Information

Submitted
14 Oct 2026, 11:52 WIB
Presentation Type
Oral
Symposium
Symposium on Applied STEM, Maritime Technology, and Sustainable Engineering
Track
Informatics, Data Systems, and Digital Innovation
Topic
Educational technology
Authors
Gregorius Pandu Tri Winata
Supervisors
Endang Setyawati, S.Kom., M.Kom.
Dr. Adhi Wibowo, S.Kom., M.M., M.T.I.
Affiliation
Sekolah Tinggi Ilmu Komputer Yos Sudarso
Submission Payment
Paid

Title and Abstract

English

Title

EduVenture: Design and Usability Evaluation of an Octalysis-Based Gamified Android Learning Application for History and Culture

Abstract

History and culture content can be perceived as unengaging, potentially limiting student participation in learning activities. This study presents EduVenture, an Android learning application designed to support engagement through an adventure-themed role-playing game (RPG) quiz. Its design is guided by the Octalysis framework and incorporates game elements such as coins, levels and experience points, badges, a leaderboard, daily missions, mini-games, time limits, hints, collectible characters, and a national-hero storyline. The application uses a client–server architecture, with Retrofit, a REST API, and a MySQL database to synchronize user progress. The login feature was evaluated using white-box and black-box functional testing. Flowgraph analysis produced a cyclomatic complexity value of 5, identifying five independent paths; all five black-box test cases produced the expected outputs. Usability was assessed with the System Usability Scale (SUS) among 20 respondents. The mean SUS score was 91.38 (Grade A; “Excellent”), with scores ranging from 62.5 to 97.5; 18 respondents scored above 80.3. These results indicate that the tested login feature functioned as expected and that respondents rated the prototype’s usability highly. However, the study did not assess the application’s effects on learning or knowledge retention. Further testing of other features and evaluation of learning outcomes using school students are therefore needed.

Keywords

gamification, Octalysis framework, Android learning application, educational technology, role-playing game, usability testing

Bahasa Indonesia

Judul

EduVenture: Desain dan Evaluasi Kegunaan Aplikasi Pembelajaran Android Gamifikasi Berbasis Octalysis untuk Sejarah dan Budaya

Abstrak

Konten sejarah dan budaya dapat dianggap tidak menarik, yang berpotensi membatasi partisipasi siswa dalam kegiatan pembelajaran. Penelitian ini mempersembahkan EduVenture, sebuah aplikasi pembelajaran Android yang dirancang untuk mendukung keterlibatan melalui kuis permainan peran (RPG) bertema petualangan. Desainnya dipandu oleh kerangka kerja Octalysis dan menggabungkan elemen permainan seperti koin, level dan poin pengalaman, lencana, papan peringkat, misi harian, mini-game, batas waktu, petunjuk, karakter koleksi, dan alur cerita pahlawan nasional. Aplikasi ini menggunakan arsitektur klien-server, dengan Retrofit, API REST, dan basis data MySQL untuk menyinkronkan kemajuan pengguna. Fitur login dievaluasi menggunakan pengujian fungsional kotak putih dan kotak hitam. Analisis flowgraph menghasilkan nilai kompleksitas siklomatika sebesar 5, mengidentifikasi lima jalur independen; semua lima kasus uji kotak hitam menghasilkan keluaran yang diharapkan. Kegunaan dinilai dengan System Usability Scale (SUS) di antara 20 responden. Skor rata-rata SUS adalah 91,38 (Grade A; “Sangat Baik”), dengan skor berkisar antara 62,5 hingga 97,5; 18 responden mencetak di atas 80,3. Hasil ini menunjukkan bahwa fitur login yang diuji berfungsi seperti yang diharapkan dan bahwa responden menilai kegunaan prototipe dengan tinggi. Namun, penelitian ini tidak menilai efek aplikasi terhadap pembelajaran atau retensi pengetahuan. Oleh karena itu, pengujian lebih lanjut dari fitur lain dan evaluasi hasil pembelajaran menggunakan siswa sekolah diperlukan.

Kata kunci

gamifikasi, kerangka kerja Octalysis, aplikasi pembelajaran Android, teknologi pendidikan, permainan peran, pengujian kegunaan

Submitted Materials

Video: Open video

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